/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.  
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
*/

#ifndef _SOUNDS_H
#define _SOUNDS_H

#include "vecmat.h"
#include "digi.h"

//------------------- List of sound effects --------------------

#define SOUND_LASER_FIRED								10

#define SOUND_WEAPON_HIT_DOOR							27
#define SOUND_WEAPON_HIT_BLASTABLE					11
#define SOUND_BADASS_EXPLOSION						11  	// need something different for this if possible

#define SOUND_ROBOT_HIT_PLAYER						17
#define SOUND_ROBOT_SUCKED_PLAYER					SOUND_ROBOT_HIT_PLAYER		//	Robot sucked energy from player.

#define SOUND_ROBOT_HIT									20
#define SOUND_ROBOT_DESTROYED							21
#define SOUND_VOLATILE_WALL_HIT						21
#define SOUND_LASER_HIT_WATER							232
#define SOUND_MISSILE_HIT_WATER						233

#define SOUND_LASER_HIT_CLUTTER						30
#define SOUND_CONTROL_CENTER_HIT						30
#define SOUND_EXPLODING_WALL							31		//one long sound
#define SOUND_CONTROL_CENTER_DESTROYED				31

#define SOUND_CONTROL_CENTER_WARNING_SIREN		32
#define SOUND_MINE_BLEW_UP								33

#define SOUND_FUSION_WARMUP							34
#define SOUND_DROP_WEAPON								39

#define SOUND_FORCEFIELD_BOUNCE_PLAYER				40
#define SOUND_FORCEFIELD_BOUNCE_WEAPON				41
#define SOUND_FORCEFIELD_HUM							42
#define SOUND_FORCEFIELD_OFF							43

#define SOUND_MARKER_HIT								50
#define SOUND_BUDDY_MET_GOAL							51

#define SOUND_REFUEL_STATION_GIVING_FUEL			62

#define SOUND_PLAYER_HIT_WALL							70
#define SOUND_PLAYER_GOT_HIT							71

#define SOUND_HOSTAGE_RESCUED							91

#define	SOUND_BRIEFING_HUM							94
#define	SOUND_BRIEFING_PRINTING						95

#define SOUND_COUNTDOWN_0_SECS						100	//countdown 100..114
#define SOUND_COUNTDOWN_13_SECS						113
#define SOUND_COUNTDOWN_29_SECS						114

#define SOUND_HUD_MESSAGE								117
#define SOUND_HUD_KILL									118

#define SOUND_HOMING_WARNING							122			//	Warning beep: You are being tracked by a missile! Borrowed from old repair center sounds.

#define	SOUND_HUD_JOIN_REQUEST						123
#define	SOUND_HUD_BLUE_GOT_FLAG						124
#define	SOUND_HUD_RED_GOT_FLAG						125
#define	SOUND_HUD_YOU_GOT_FLAG						126
#define	SOUND_HUD_BLUE_GOT_GOAL						127
#define	SOUND_HUD_RED_GOT_GOAL						128
#define	SOUND_HUD_YOU_GOT_GOAL						129

#define	SOUND_LAVAFALL_HISS							150	//	under a lavafall
#define	SOUND_VOLATILE_WALL_HISS					151	//	need a hiss sound here.
#define	SOUND_SHIP_IN_WATER							152	// sitting (or moving though) water
#define	SOUND_SHIP_IN_WATERFALL						158	// under a waterfall

#define SOUND_GOOD_SELECTION_PRIMARY				153
#define SOUND_BAD_SELECTION							156

#define SOUND_GOOD_SELECTION_SECONDARY				154		//	Adam: New sound number here! MK, 01/30/95
#define SOUND_ALREADY_SELECTED						155		//	Adam: New sound number here! MK, 01/30/95

#define SOUND_CLOAK_ON									160	//USED FOR WALL CLOAK
#define SOUND_CLOAK_OFF									161	//sound when cloak goes away
#define SOUND_INVULNERABILITY_OFF					163	//sound when invulnerability goes away

#define	SOUND_BOSS_SHARE_SEE							183
#define	SOUND_BOSS_SHARE_DIE							185

#define	ROBOT_SEE_SOUND_DEFAULT						170
#define	ROBOT_ATTACK_SOUND_DEFAULT					171
#define	ROBOT_CLAW_SOUND_DEFAULT					190

#ifdef SHAREWARE
#define 	SOUND_BIG_ENDLEVEL_EXPLOSION				SOUND_EXPLODING_WALL
#define 	SOUND_TUNNEL_EXPLOSION						SOUND_EXPLODING_WALL
#endif

#define	SOUND_DROP_BOMB								26

#define  SOUND_CHEATER									200

#define	SOUND_AMBIENT_LAVA							222
#define	SOUND_AMBIENT_WATER							223

#define	SOUND_CONVERT_ENERGY							241
#define	SOUND_WEAPON_STOLEN							244

#define	SOUND_LIGHT_BLOWNUP							157

#define	SOUND_WALL_REMOVED							246	//	Wall removed, probably due to a wall switch.
#define	SOUND_AFTERBURNER_IGNITE					247
#define	SOUND_AFTERBURNER_PLAY						248

#define	SOUND_SECRET_EXIT								249

#define SOUND_WALL_CLOAK_ON 							SOUND_CLOAK_ON	
#define SOUND_WALL_CLOAK_OFF							SOUND_CLOAK_OFF

#define	SOUND_SEISMIC_DISTURBANCE_START			251

#define SOUND_YOU_GOT_ORB								84
#define SOUND_FRIEND_GOT_ORB							85
#define SOUND_OPPONENT_GOT_ORB						86
#define SOUND_OPPONENT_HAS_SCORED					87

//--------------------------------------------------------------
#define MAX_SOUNDS 	254		//bad to have sound 255!

//I think it would be nice to have a scrape sound... 
//#define SOUND_PLAYER_SCRAPE_WALL						72

extern ubyte Sounds[MAX_SOUNDS];
extern ubyte AltSounds[MAX_SOUNDS];

#endif

